Control Help

by OmniscientMastery on 05 August 2013

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Essentially an entirely new deck. Any suggestions are welcome and appreciated.

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 907 times.

Mana Curve

Mana Symbol Occurrence

10452406

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Control Help

well, lets start with the basics. you may ask yourself why only 60 cards. well players use 60 cards because that way, its more reliable to pull a card that you want. This also goes along with why players have 4 of a card in their deck. Some players even try to have cards that are "fillers" making the deck more like a 56 or less card deck. The point of a good deck is to do the same thing. When you draw your hand, you should be able to name 5 cards, and 2 of them will be in your hand (not counting lands)
I look at your deck, and it reminds me of decks i used to make. unreliable, and most games i lose, and when i lose i think, man if i only drew that "ONE" card that i have in my deck. The chances of that being slim to none. Before you do anything else, i want you to reduce this deck to around 60 cards, or 59 cards and a street wraith (if your attached to your 9's)

thank i want you to get x4 of cards. use the below to guide yourself
4x Can't get enough of it, would love 3+ in hand
3x Love it, but don't want to draw more than 2 in a match
2x Special card, only want 1 to be drawn in a game (usually a specialized card for when you get stuck, or a legendary creature)
1x Wammie, rare card for your deck that you will need in tough situations. You usually have a card to search it out when your in need and will only need once (example, 4 green sun zeniths in a elf deck and i have 4 different 1x cards that help me draw cards, do combos, destroy enchantments, or a wammie to end it if i have the mana.

once you have done this, we will be able to work on your deck :)

3
Posted 05 August 2013 at 23:21

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mdiakne already covered the basics, try to see which cards work the best in your deck to determine the 4x and 3x

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Posted 05 August 2013 at 23:59

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If you can get out the Mana for it, Teysa, Envoy of Ghosts is very good, especially if you enchant it with Gift of Orzhova.
If you want to add it, try putting in Diabolic Tutors to help you get it out.

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Posted 06 August 2013 at 00:03

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Thank you for all the help! Deck shall be revised and should be redone by this evening.

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Posted 06 August 2013 at 00:49

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Still have three of the x1s, however that gives my deck a few directions to play in.

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Posted 06 August 2013 at 05:54

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HotPoloPlayer has deleted this comment.

Posted 06 August 2013 at 09:33

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maybe death wish instead of tutor and you can keep the x1's in your sideboard

i know you said that your deck is casual, but anywho, manafixers, there are tons of lands that can play any color. also, you can get dual lands that don't tap when they come into play. another thing to mention, is that you have very little spot removal. if i were to get a vexing devil out, you will take till turn 3 to put out a creature to stop it, if you don't have the nighthawk it takes turn 5. that is alot of mana for a vintage deck. there are 3 paths to go. control, aggro, combo. if you pick 1, you can make a strong deck, if you pick 2 you will have an ok deck, and if you pick 3, you will have a crazy deck. yours currently looks like a control aggro.

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Posted 06 August 2013 at 14:59

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Any ideas in particular for making this solely a control deck?

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Posted 06 August 2013 at 15:43

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what i do, is i would look up a tier 1 legacy deck, heck, look up 2 or 3 of them. Than look over them real hard, try to understand what makes them powerful. alot of them work on stalling the opponent until they can get out a creature. and that creature has some kind of super avoidance. so if they were to doom blade it, you could put it back in your hand instead. you should look at what you want to take from these decks, add their smaller effective ideas, to your bigger idea. just like adding liquor to make a drink. make your deck the main part, and add 1/4 of one deck and another 1/4 of another deck. keep your eye on their side deck. adding any number of those cards are there to counter the common control, aggro, combo decks. that would be your best bet.

its easy to tell a person what cards to play, but i think you will find much more enjoyment searching and finding your own deck :)

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Posted 06 August 2013 at 18:45

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also, build with this in mind. If you want to get an idea of what to work with when thinking legacy. turn 5 and 6 are endgame. here is an idea, combo decks i believe will combo no matter what by turn 6. they sometimes can combo by turn 3 if you have no defense. control i am not too good at, so that i cannot help you with. aggro, turn 1, 1 creature, turn 2, 3 creatures swing for 2, turn 3 5 creatures swing for 4, turn 4, 6 creatures, swing for 10, turn 5 8 creatures, swing for 23. something of that sort, (thinking goblins or elves.) Now remember, this all is based on how great you want your deck. most decks will cost alot of money the higher you go. but remember you are playing to have fun with friends. i have decks that i can't play my friends with, because its no fun. ( 3 turn burn) and i have a land destruction deck. so i would base it on your opponents :)

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Posted 06 August 2013 at 18:52

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, i would almost suggest rethinking the white in this deck.

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Posted 06 August 2013 at 15:06

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So, final draft... I opted for the control suite. Any more comments or concerns?

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Posted 10 August 2013 at 20:35

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hmm, i would repost this up as a new deck, put it as, (control help) and people who specialize in control will lend you their ear. right now, only people who commented or gave it a thumbs up are seeing it (its at the bottom of the pile otherwords) but they will surely tell you that guild gates are too slow for legacy. you will want a land that doesn't tap when it comes into play :)

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Posted 12 August 2013 at 15:08

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